Design guidelines for B2C E-commerce in virtual worlds

Tran, M.Q. and Minocha, S. and Roberts, D. and Laing, A. and Langdridge, D. and NCR, Microsoft Research; (2011) Design guidelines for B2C E-commerce in virtual worlds. In: BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction Newcastle-upon-Tyne, United Kingdom — July 04 - 08, 2011. BCS Learning and Development Limited, Swindon, pp. 441-442.

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Virtual worlds are three-dimensional (3D) persistent multi-user online environments in which users interact through avatars. Virtual worlds support many kinds of activities, including education, socialising, gaming and e-commerce. Our research focuses on how virtual worlds can be used to facilitate business-to-consumer (B2C) e-commerce involving real items. Examples of affordances of virtual worlds for e-commerce include 3D simulations, multi-user environments and avatar-based interactions. We have conducted empirical research to gather data about consumers' experiences in virtual worlds to understand ways to utilise the ir affordances for B2C e-commerce. Based on our empirical research and a literature review, we have derived design guidelines for the design and evaluation of B2C e-commerce environments involving virtual worlds. This poster presents a summary of the research project and a subset of the guidelines.

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23 Jan 2018 11:46
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21 Nov 2022 16:24